GI: Added support for double-sided materials in Progressive Lightmapper. Added a new Material setting that causes lighting to interact with backfaces. When enabled, both sides of the geometry get accounted for when calculating Global Illumination. Backfaces do not count as invalid when seen from other GameObjects. Backface rendering is not controlled by this setting, and backfaces are not represented in the lightmaps. Backfaces bounce light using the same emission and albedo as frontfaces.

GI: Added support for per-object casting and receiving shadows in the Progressive Lightmapper. For "Cast Shadows", only the "On" and "Off" options are currently supported.

Graphics: Implemented Display-P3 color gamut support for iOS and macOS. Added "Color Gamut" property to Player Settings, which will eventually cover other platforms with wide color gamut support.

Multiplayer: Added new QoS options for delivery of large messages: reliable or unreliable, and un-ordered (fragmented) or ordered (fragmented sequenced).

OSX: Added support for Retina in macOS standalone builds.

Package Manager: Exposed the API for enabling internal components to be updated more frequently than the Editor. This is the first step in implementing the Unity Package Manager. We are taking an incremental approach to integrate the system into the Unity ecosystem. It will grow with more features over time. For this first release, we have avoided exposing user-facing features.

Particles: Added "Stop Action" option to allow Particle Systems to be destroyed or disabled when they finish playing.

Particles: Added Linear Drag support for Particles. The new options are in the Limit Velocity over Lifetime Module.

XR: Added openVR support for Mac 64bit application target that use Metal graphics.

XR: Added support for certain aspects of the Vive HMD to be simulated in-Editor without the need of a physical HMD. To enable this, use the "Mock HMD - Vive" virtual reality SDK in the Player Settings. The mock HMD uses the same asymmetric projection matrix, hidden occlusion mesh, field of view, aspect ratio, and eye texture size as the Vive. You can use mock HMD with both multi and single pass rendering paths. It renders as a split-screen stereo display in the Editor.

XR: Added support for Video Async Reprojection for Daydream View. Video Async Reprojection allows an app to feed video frames directly into the Google VR Async Reprojection system without going through the main Unity render loop. This provides a fast path to direct rendering of video, regardless of the current frame rate Unity is rendering at and skips Texture filtering, providing for a much higher quality output. There is also an option to allow for the use of protected memory, for users that need to render DRM-protected content.

XR: Added support for Windows Mixed Reality as a Virtual Reality SDK target. This extends Unity's HoloLens support so that it more generally supports Windows Mixed Reality, both for desktop and HoloLens.

XR: Added the TrackedPoseDriver component, which can be added to a game object to match the position and rotation of a AR device, VR HMD, or VR controller.

XR: Stereo Instancing (also known as single-pass instanced) is now supported on desktops when the DirectX 11 (DX11) rendering API is in use. Stereo Instancing is only supported with forward rendering.

XR: Unity Editor has foundation support for EditorVR. Look for a future announcement around availability of a 2017.2 compatible EditorVR version.

XR: Windows Mixed Reality headsets are now supported for playing in-Editor.

XR: Introduced native integration for the Vuforia Augmented Reality Platform. Vuforia support can be installed through the Unity Download Assistant and enabled under PlayerSettings/XR. For more information about Vuforia see https://developer.vuforia.com.

Thanks again to all the users who helped with testing and giving us feedback on 2017.2 while it was in beta! Notice that we’ve locked the 2017.1 beta forum, so please create your new threads in the appropriate sections of the Forum. We've also released the 2017.3 beta, so head over to the 2017.3 beta forum if you want to participate in the discussions.

I would like to share some findings and some thoughts regarding the FBX Exporter.

I tried it with JoinMidPrototype04x06x01 from the prototyping package that is included with Unity. I wanted to change its pivot and place it at the bottom.
When I import the model in Maya using the importer, the pivot is set wrong (in unity it is at the middle of the model, in Maya at 0,0,0)
If I reset the pivot, the new pivot does not transfer back to unity after export.
Reading the documentation I understand it is so by design - changing the pivot is something that must be done often though.

Having to re-import the package in every new project is boring.

The scaling differences do not resolve by adjusting near and far fields, because this leads to limited precision in Maya viewport - edges seem to float all around, depending on the zoom level. A smaller scale in Maya is necessary to work properly, this is a known problem in Maya.

No support for animation - skinned meshes ( as skinned meshes instead of static ones) - well, more or less geometry - vertex colors - lightmaps export could be done via asset store packages, the hard part is exactly this one, animation.

I hope that you will find this feedback useful, fbx export in its current state is already very useful,
Kind regards.

I am almost at the end of my 7 year long development period of my very first super sexy game currently using 5.6.1. And i see on the release notes that terrain trees can cast shadows on the terrain with lightmapper now. This will give my game a significant fps boost.
However, as previously experienced, whenever i upgraded, i had to revise most of my code with most function names change and getting obsolete.
Question is; will i get headaches rewriting most of my code when i upgrade to 2017.2? Considering my editor tools and runtime scripts use nearly 80% of unity classes.

Unity Technologies

I am almost at the end of my 7 year long development period of my very first super sexy game currently using 5.6.1. And i see on the release notes that terrain trees can cast shadows on the terrain with lightmapper now. This will give my game a significant fps boost.
However, as previously experienced, whenever i upgraded, i had to revise most of my code with most function names change and getting obsolete.
Question is; will i get headaches rewriting most of my code when i upgrade to 2017.2? Considering my editor tools and runtime scripts use nearly 80% of unity classes.

Click to expand...

That's a good question. I'd like to think (depending on the scope of supersexiness) that the jump from 5.6 to 2017.1 isn't thaaat big of a deal, and neither should 2017.2 from there - but it's been a while since I tried something like that, so don't take my word for it. I'm rusty and it's never as simple as one might believe. I'd advice to back up your project thoroughly (which you of course is already doing, right?) and give it a shot. You might need to spend some hours getting an overview of what needs fixing and what doesn't, but it might be worth it. If not, go back to 5.6.1.

Is full iOS 11 and macOS High Sierra coming in the next patch.
Same question for any Andriod 8.0 missing features.
Please Jacob push for better mobile support, especially now Windows Mobile/Tizen/Samsung TV are dead!!

I updated to this version and now the android build has some performance problem, i got like 20fps (didn't check the exact number but it's not smooth at all), rolling back to the past version (20017.1.2f1) fixes the problem.

That's a good question. I'd like to think (depending on the scope of supersexiness) that the jump from 5.6 to 2017.1 isn't thaaat big of a deal, and neither should 2017.2 from there - but it's been a while since I tried something like that, so don't take my word for it. I'm rusty and it's never as simple as one might believe. I'd advice to back up your project thoroughly (which you of course is already doing, right?) and give it a shot. You might need to spend some hours getting an overview of what needs fixing and what doesn't, but it might be worth it. If not, go back to 5.6.1.

Click to expand...

I went ahead and downloaded via torrent, which took 10minutes, awesome.
First i tried if terrain tree lightmap baking feature Works, well it doesnt.
It gives an error on the console

Baking lighting data asset failed.

Click to expand...

So, the feature doesnt work or do i need to do something different?

EDIT:
Another thing, when you are baking lightmap and move around in the sceneview, when any tree changes lod(mesh to billboard or otherwise) the lightmapper restarts.(It is not on auto)

EDIT2:
Tried the progressive Lightmapper and it ate my tree prefabs values, removed the leaf material both from terrain instances and the prefab itself...etc.
I feel like Many bugs are here, awaiting.
Who do i yell at?

EDIT3:
Speedtree models do cast shadows on terrain when lightmapped. Treemaker or ambient occlusion trees do not.
As speedtree models do not gain any fps, it makes things worse for my case(which is very generic).
One quick hack is to get a smiliar speedtree model, bake lightmaps then change the tree model to an ambient occluded one and arrange the shadow distance and tree billboard distance same. Then you get baked tree shadows for distant trees.
This offcourse comes with the caveat of spending insane amounts of Money for speedtree models which i wont be using at the end, or monthly payments for speedtree modeller which is only good for nothing.

I am almost at the end of my 7 year long development period of my very first super sexy game currently using 5.6.1. And i see on the release notes that terrain trees can cast shadows on the terrain with lightmapper now. This will give my game a significant fps boost.
However, as previously experienced, whenever i upgraded, i had to revise most of my code with most function names change and getting obsolete.
Question is; will i get headaches rewriting most of my code when i upgrade to 2017.2? Considering my editor tools and runtime scripts use nearly 80% of unity classes.

Click to expand...

The most annoying thing I encountered when upgrading from 5 to 2017 was that a lot of code, both mine and purchased assets was using conditional compilation relying on the UNITY_5 macro which obviously isn't present anymore and that made also the script updater fail since that only start after a successful compilation.
You can quickly fix it anyway by redeclaring it globally and then after that change manually each instance of code to support the new 2017 macro.You don't want to leave the UNITY_5 macro declared.

The most annoying thing I encountered when upgrading from 5 to 2017 was that a lot of code, both mine and purchased assets was using conditional compilation relying on the UNITY_5 macro which obviously isn't present anymore and that made also the script updater fail since that only start after a successful compilation.
You can quickly fix it anyway by redeclaring it globally and then after that change manually each instance of code to support the new 2017 macro.You don't want to leave the UNITY_5 macro declared.

Click to expand...

Well,i havent checked to upgrade my Project yet. Because the advertised feature of terrain trees is not/partially working as i mentioned on my second post. I wouldnt mind changing my code as it is all mine, no purchased assets.
Anyways ill check the tree shaders and try to make them work first.

Hi, anyone else having issues with Canvas buttons not working at Retina resolutions on MacOS (High Sierra)? If I choose a non-retina resolution they operate as expected. They also work in the editor play view at retina resolution. They just don't appear to work full screen at Retina resolutions.

BTW: Thank you for retina support. I appreciate the attention to detail from the Unity Team.

Volunteer ModeratorModerator

The most annoying thing I encountered when upgrading from 5 to 2017 was that a lot of code, both mine and purchased assets was using conditional compilation relying on the UNITY_5 macro which obviously isn't present anymore and that made also the script updater fail since that only start after a successful compilation.
You can quickly fix it anyway by redeclaring it globally and then after that change manually each instance of code to support the new 2017 macro.You don't want to leave the UNITY_5 macro declared.

Unity Developer - FBX Exporter

I tried it with JoinMidPrototype04x06x01 from the prototyping package that is included with Unity. I wanted to change its pivot and place it at the bottom.
When I import the model in Maya using the importer, the pivot is set wrong (in unity it is at the middle of the model, in Maya at 0,0,0)
If I reset the pivot, the new pivot does not transfer back to unity after export.
Reading the documentation I understand it is so by design - changing the pivot is something that must be done often though.

Click to expand...

By default Unity shows the transform tools in the scene viewport at the center of the object and not the pivot.
This button toggles showing the transform tool at the center/pivot of the object:

Here is what I see for JoinMidPrototype04x06x01 with the button set to "Pivot":

For me the pivot appears at the bottom as expected.
Does changing this option fix the problem for you?

The scaling differences do not resolve by adjusting near and far fields, because this leads to limited precision in Maya viewport - edges seem to float all around, depending on the zoom level. A smaller scale in Maya is necessary to work properly, this is a known problem in Maya.

Click to expand...

We're still trying to find the best way to handle large assets that work well with the Maya importer and FBX scene converter.

No support for animation - skinned meshes ( as skinned meshes instead of static ones) - well, more or less geometry - vertex colors - lightmaps export could be done via asset store packages, the hard part is exactly this one, animation.

We didn't have any manifest in the plugin/Android folder or elsewhere.
So,
We tried to get the manifest.xml generated by Unity located in the Temp folder and modify it by erasing the "configchanges" value in the xml file, and put it in the plugins/Android folder => same result, error during the build with the same message.
Thanks,

We didn't have any manifest in the plugin/Android folder or elsewhere.
So,
We tried to get the manifest.xml generated by Unity located in the Temp folder and modify it by erasing the "configchanges" value in the xml file, and put it in the plugins/Android folder => same result, error during the build with the same message.
Thanks,

Click to expand...

I'm having the same exact issue. I have an android project that was building just fine in 2017.1.x, upgraded to 2017.2 and it won't build:
CommandInvokationFailure: Failed to re-package resources.
...\Android\sdk\build-tools\25.0.0\aapt.exe package --auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "...l/Android/sdk\platforms\android-23\android.jar" -F bin/resources.ap_ --extra-packages com.unity3d.player -S "...\Temp\StagingArea\android-libraries\VuforiaWrapper\res"

Thanks for the correction regarding the pivot point - you are right.
Maybe it makes more sense to include the fbx export option in Unity Editor instead of using a package.
A possible workaround for the scale problem could be to change the scale as part of the import export, so every package has the scale it likes. Big scale meshes do not work well on Maya.
It is very nice to know that you are planning to add animation later.

I have checked out the new Gradle build system for Android and there's an unintended behaviour, or at least I think there is.

When I build an app with Gradle it always has internet access permissions even if the app doesn't use internet. This doesn't happen with the Internal build system - the Internal one seems capable of detecting internet requirements automatically.

Why change the behavior of the standard shader?
All my standard shader materials have a smoothness of 1 to remove the specular lighting, but with 2017.2 it no longer hides specular highlights... Do I really have to disable the checkbox for highlights on every material used?

Also have a custom tri planar standard shader for my terrain which doesn't provide such a checkbox (Looks like plastic now). How do I remove the highlights in this?

Hey, I'm using Unity 2017.2. I can't 'apply' physics shapes to the sprite sheet, in the sprite editor. The changes aren't saved and every time I go back to edit the physics shapes, it regenerate automatically the physics shape like it has never been edited before.

The physics shape apply fine to a single sprite but doesn't work on a sprite sheet.

Insert bacon, receive bugfixUnity Technologies

Those of you having the Android build error: as discussed in this thread, the issue will be fixed in 2017.2.0p2. To work around it until then, please make sure you have Android API 24 installed and have set Unity to use it (if not using the 'Auto' option).

Those of you having the Android build error: as discussed in this thread, the issue will be fixed in 2017.2.0p2. To work around it until then, please make sure you have Android API 24 installed and have set Unity to use it (if not using the 'Auto' option).

Click to expand...

Is there an ETA on p1? Since it's been a while since 2017.2 first released will it jump straight to p2?

I am interested in when the patch is coming as well, as the tilemap system is beyond buggy.

-InvalidCastExceptions happening in tile setting functions in release builds but not dev builds...
-Clearing of map not updating renderer properly.
-Assertion failure detecting bounds count and tiles being set count not matching when they definitely do match.